Falco_Phantasm
Smash Rookie
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- Mar 29, 2015
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- DexNexRex
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At about what range of percent's is Sonic able to kill a character with his up-air?
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Not what I had in mind though.It's a good set up if they're near the ledge recovering. Last tournament I went to, I dropped a spring on a Falcon at the ledge and he had no choice but to immediately up B again, preventing him from sweet-spotting the ledge and letting me secure the kill with a f-smash. It's definitely good. Does anyone know specific timing/spacing for it?
At the absolute very top of the stage you can kill at around 45-any%. I've gotten this one goofy combo so many times: spindash -> up air -> jump + up air -> up b -> up air. It usually kills even if the first hit gets them at like 25-30% if you have decent rage, maybe like 90%. The up air chain carries them to the top of the screen and finishes them off. Be careful it isn't guaranteed.At about what range of percent's is Sonic able to kill a character with his up-air?
Yeah, that's definitely a true combo. Do you know if perhaps this is useful at low percents? Maybe knocking them down with the spring then d-airing back to the stage to get a jab lock and continue the combo from there.Not what I had in mind though.
I was talking more around the likes of this.
When you use the spring, and you're high enough to auto-cancel your Dair,
You'll land right where the spring will hit them to. It's definitely a true combo considering how many times I've pulled this off.
Well, you have enough time to determine if they'll get hit or not as Sonic goes down. Normally I just FSmash before I jab lock because I don't want to give them a chance to tech, but it does work. Chharizard was about 110% in damage when I pulled this off.Yeah, that's definitely a true combo. Do you know if perhaps this is useful at low percents? Maybe knocking them down with the spring then d-airing back to the stage to get a jab lock and continue the combo from there.
But yeah, super godlike stuff. Any tips on getting the spacing/timing right? I've gotten this but not consistently.
Hopefully newer forum members take good note of it, and I'm super glad you mentioned that since I kind of forgot about it! Jab locking is pretty difficult with Sonic's actual jab. Pretty sure down tilt does the trick, but in some cases it has too much knockback to get the maximum capitalization. The video you posted shows the spring having the same effect as a jab lock. Thanks for the info! Glad to see a lot of people here really know their stuff.Edit: Speaking of Jab Locks, it takes a very specific hitbox for Sonic to Jab Lock. The inside of his hitbox in his jab pulls it off. The tip cancels it.
You can combo uthrow into just uair, sans spring if they DI wrong.What are some true combos with Sonic other than Spin Dash to jump to aerial or uthrow to spring chase to uair? Comboing seems fun and I at least want to know the basics to come up with my own combos.
Forced to approach, low priority, subpar frame data, etc.I heard that Sonic's approaches suck. Why? What's his best approach?
Neutral game is different from approaching.How good is Sonic's neutral game? Is it decent? Or is neutral the same as approaching (TBH, not fully sure of the difference, even though I know what each one is). Does Sonic thrive off of stage control, or is resetting to neutral throughout a set a good option?
It's very frame specific. Don't give SDR a chance to come out. It'll come with practice as it's much more strict than Spinshot.I know in theory how to do ISDJ, but I can't execute it at all. Are there any visual cues to help me or is it just really hard? Also, is a lyric roll just a roll that's slowed down to a circle animation instead of an oval? Is there any use for it other than being ablee to acting out of it quickly?
Thank you. Glad I could help.BTW, you seem to know your ****. Thanks dude for all this insight throughout the forums.
In addition to what was already said, don't forget to factor in things like rage, low ceilings, etc... Uair can kill stupid early if all the right stars are aligned.At about what range of percent's is Sonic able to kill a character with his up-air?
lol, smooth.Not what I had in mind though.
I was talking more around the likes of this.
When you use the spring, and you're high enough to auto-cancel your Dair,
You'll land right where the spring will hit them to. It's definitely a true combo considering how many times I've pulled this off.
tfw shots fired at spring locking
Looks like Ace is shooting upvotes...tfw shots fired at spring locking
I never played Brawl. Whoopsy
Not really anything guaranteed, but it's best used when catching landings or as platform pressure (it can even shield poke sometimes). You can catch D-throw tech chases with it too, but that's more of a commitment.Hello, is there any setup for landing up smash? and also it is invincible?
Here's how I get it to do a very low spinshot: with BSD equipped, I charge down-b for just a bit then roll the analog stick left or right and tap A. It performs a spinshot thats much lower to the ground, allowing you to chain nair and downsmash out of it if it connects.I'm pretty positive BSD doesn't affect Spinshot...
You can't do Spinshot from a grounded Down-B.Here's how I get it to do a very low spinshot: with BSD equipped, I charge down-b for just a bit then roll the analog stick left or right and tap A. It performs a spinshot thats much lower to the ground, allowing you to chain nair and downsmash out of it if it connects.
My bad, guess I'm confusing spinshot and SDJ. Apologies.You can't do Spinshot from a grounded Down-B.
Are you talking about just a SDJ? Because yes, BSD affect's Down-B's jump.
If you flick up on the C-stick from a grounded Down-B, you can do an "instant" SCJ of sorts, but that is not a Spinshot. Please understand.
It's an alarmingly common misconception.My bad, guess I'm confusing spinshot and SDJ. Apologies.
Well at least now I know for future reference! Oh and for those who were curious, I used BSD (a 1311 loadout) at a recent customs tournament hosted by Static Manny. Got 4th place and definitely caught some good attention from the top Tampa players. Manny was pretty surprised at how good BSD actually is so I'm hoping he starts using it at other tournaments as well. Manny also offered to teach me some Sonic stuff, so I'll take notes and share tech in a thread on here soon!It's an alarmingly common misconception.
Is springing headbutt any good against Sheik? And if so, why?Now you just gotta discover how useful 1331 is and how well BSD and springing headbutt work especially vs fox.
I consider SaSSy my rival since we usually face off against each other all the time. I also play Sonic against him quite frequently and it is a painful match-up for me as well. I have yet to find a reliable way of beating him. That being said, I have been able to get closer to taking matches away from him with Sonic every tournament. Sonic, like Marth, is able to autocancel his airdodges from a short hop. This gives you a tool to deal with ROB's projectiles.Any advice on the ROB mu? Man that mu seems worse than brawl (if gyro hits your shield he can immediately throughout another since it disappears, no ASC shield cancelling to approach, he has a kill setup and kill throw now)
Apparently fought the best player in Austin (Sassy, mained ROB) and it was projectile city...I couldve done a better job shielding his projectile but holy crap I spent more time shielding in that mu then anything else.
I didn't try homing attacking, though maybe his laser aimed upwards would hit me before I got there, and if he rolled away=free punish.
Also I believe gyro beat out side b, but not sure about down b since multihit
Mu was annoying as heck, especially considering ROB can kill off a grab ;/
glad someone else knows the frustration of that mu. Forgot about using sh airdodge to approach, usually I use sh airdodge to side b.I consider SaSSy my rival since we usually face off against each other all the time. I also play Sonic against him quite frequently and it is a painful match-up for me as well. I have yet to find a reliable way of beating him. That being said, I have been able to get closer to taking matches away from him with Sonic every tournament. Sonic, like Marth, is able to autocancel his airdodges from a short hop. This gives you a tool to deal with ROB's projectiles.
Instead of speaking about ROB in general, I will speak about what to do against SaSSy's ROB. His game plan revolves around great use of Gyro and grabs. Therefore, if you are able to grab the gyro, you are already limiting his game. ROB can't throw out another gyro. His options are now limited and he likes to use side-b after you pick it up to reflect it back at you. I just maintain it and try to play around the match while maintaining the gyro in my control. This means Z-dropping the gyro, attacking, etc. then picking it up once more. You can also throw it at ROB, and if it connects, grab it while it's still in the air.
The other thing is don't get grabbed. Down Throw to Up-air is a reliable combo/string which at higher percents can kill if he baits out the air-dodge or one performs incorrect DI. At really high percents, ROB's U-throw will kill. In other words, spacing is critical, if you fall into his grab that means your damage will sky rocket if not careful. SaSSy also likes to set-up for grabs with his Gyro a lot so keep that in mind.
Homing attack is good, but it's predictable, you have no idea how much he has punished me for it when he found out it was an option. Just, try to use it sparingly. I think that's the best option, OoS U-airs from ROB hurt.
I might be missing a lot of stuff but that's what comes out of my mind at this point. The key points is grab the gyro, short hop airdodge is a great tool to have, and don't get grabbed.
I should have watched the match. I was so tired by that point in the day that I was stuck in my own little world. Regardless, it is a match-up we have to learn here in Austin not just because of SaSSy, but BlueNinjaKoopa as well. I'm still trying to nitpick the match-up but I have only been able to take one set off him and that was 3 months ago already.glad someone else knows the frustration of that mu. Forgot about using sh airdodge to approach, usually I use sh airdodge to side b.
I see how you're describing to play that mu, and god damn that sounds realllly annoying. I'll prolly z-catch the gyro and throw it up and use that brief window of time to go in. Or maybe just roll past it and fight him.
I just need to change my mindset, I still feel like I can be aggressive like I like to be as long as I get that gyro out of the way. He got so much free damage+follow ups out of it it was truly irritating.
We'll figure it out together ;PI should have watched the match. I was so tired by that point in the day that I was stuck in my own little world. Regardless, it is a match-up we have to learn here in Austin not just because of SaSSy, but BlueNinjaKoopa as well. I'm still trying to nitpick the match-up but I have only been able to take one set off him and that was 3 months ago already.
Hopefully I can get to TGC2 but driving to and back from Houston in one day is not something I want to do again so I'll see what I can do. Also, we have our monthly on the 18th I believe so I'll be going to that as well.Going to TGC 2/any tournaments before then?
It is, and Asuna is awesome.Also, disgusting Locuan, is that SAO stop.
Seems like my best options are to shield cancel side B's and respect my opponent's moves while waiting for an opportunity to strike as well as focus on not getting punished if a spindash collides with my opponent's shield. I've found the best way to do this is by hitting R to do an SDJ once you hit their shield, or mix it up by continuing to roll along the ground. Would I be correct in saying this? Static Manny does a great job of mixing up his post-shield hit options in this set against MVD's Diddy:Once you accept that Sonic's neutral game is really reliant on resets and respecting that everyone else (like ZSS) has a better neutral than you (frame 1 jab) you'll start to really make strides with this character.
It clashes into it and your SD/SC stops while the banana disappears. So it's more or less an even trade off since you don't trip.My experience with the matchup is somewhat limited but I'm having better luck against Diddy with Sonic lately. Does SD/SC ignore/destroy banana? I have a feeling it doesn't, but I'm not 100% sure.
The one where he jumps during the spin charge but cancels? I might be mistaking this for something else. -.-Uh.. what do you mean "cancelling an SD approach into an aerial"?
SD to SDJ to aerial? How's that an AT?